﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelChest : ModelBase
	{
		/** The chest lid in the chest's model. */
		public ModelRenderer chestLid;

		/** The model of the bottom of the chest. */
		public ModelRenderer chestBelow;

		/** The chest's knob in the chest model. */
		public ModelRenderer chestKnob;

		public ModelChest()
		{
			this.chestLid = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64);
			this.chestLid.addBox(0.0F, -5.0F, -14.0F, 14, 5, 14, 0.0F, "Lid");
			this.chestLid.rotationPointX = 1.0F;
			this.chestLid.rotationPointY = 7.0F;
			this.chestLid.rotationPointZ = 15.0F;
			this.chestKnob = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64);
			this.chestKnob.addBox(-1.0F, -2.0F, -15.0F, 2, 4, 1, 0.0F, "Knob");
			this.chestKnob.rotationPointX = 8.0F;
			this.chestKnob.rotationPointY = 7.0F;
			this.chestKnob.rotationPointZ = 15.0F;
			this.chestBelow = (new ModelRenderer(this, 0, 19)).setTextureSize(64, 64);
			this.chestBelow.addBox(0.0F, 0.0F, 0.0F, 14, 10, 14, 0.0F, "Below");
			this.chestBelow.rotationPointX = 1.0F;
			this.chestBelow.rotationPointY = 6.0F;
			this.chestBelow.rotationPointZ = 1.0F;
		}

#if RENDER
		/**
		 * This method renders out all parts of the chest model.
		 */
		public void renderAll()
		{
			this.chestKnob.rotateAngleX = this.chestLid.rotateAngleX;
			this.chestLid.render(0.0625F);
			this.chestKnob.render(0.0625F);
			this.chestBelow.render(0.0625F);
		}
#endif
	}
}
#endif